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The Silvery Moon Tavern
Editorial: Silver Bulette
por Josh B. [Comprador verificado]
Fecha en que fue añadido: 03/19/18 07:56:15

This books goes into great detail about a tavern, The Silvery Moon, including the history of the tavern, the surrounding area (though you can easily place the tavern in your world), the staff, customers/patrons, food/drink, entertainment, accommodations and magic items.

The Staff There are twelve staff members described in this book and a portrait for each one. Each one has a small flavor text, description, personality traits and plot hooks. They each have at least two plot hooks, if not more. The plot hooks involve things such as things happening in the surrounding areas, the NPC's past, an NPC wanting to get something from another NPC and other situations. The information for each staff member is short but it's all you need to grow them into NPCs your players will love or love to hate. My personal favorite is Adriana Chastane. Though, I tend to play with kids so her situation might be a little too mature for them.

Customers & Patrons In this book there are two types of customers/patrons: Adventuring Party and Commoner. There are a total of five different Adventuring Parties with a total of twenty-three adventurers that are named and include a brief description. Included is a table to create a random Adventuring Party Name. There are a total of forty-eight commoners that are named and include their profession, if any.

Food & Drink There is a lot of information that details all the different kinds of food and drinks that are and can be served in The Silvery Moon Tavern. There is a huge list of different types of food and drinks and also there is a 1d6 roll rule that can be used to determine if the requested item is available. This is determined by the rarity of the item. The more rare/exotic the item the lease likely it will be available. Honestly, there is enough information on the alcoholic drinks that a GM could create a small drink menu that they could handout to their players.

Entertainment There is information on nine different entertainers that could be found in The Silvery Moon Tavern. And there is information on five different games that are played in the tavern. Also, there is a dedicated room in the tavern for the games (the gambling area).

Accommodations There are four different types of rooms in the tavern. The prices are not listed for them, though, the suggested price range are from a few coppers to one-hundred gold or more.

Magic Items There is information on twelve different types of mundane magical items. For example, a knife that seasons the food as it is being cut. These are very cool items that are so basic but yet very creative.

Lastly, I want to mention that throughout this book there are text blocks, "Writer's Notes," that give suggestions, advice and tips on how to use everything in this book. A lot of it is for new GMs who are wanting to get into gaming. This book and your rule system of choosing is a great start for any new GM. There is plenty of information in this book for a GM to create their own sandbox style game from using the plot hooks and information on the surrounding area. Just take this tavern and create a small village/town around it or even just place it at a crossroads and let your players interact with the NPCs and they will quickly decide what adventures they would like to go on!



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Six-Shooters & Wagons
Editorial: Halls of the Nephilim
por Josh B. [Comprador verificado]
Fecha en que fue añadido: 03/08/18 22:56:56

The game follows the same formula/structure as Swords & Wizardry Continual Light.

There are four key classes: Gunslinger, Scout, Soldier and Swindler. There are also four optional classes: Deadeye, Moonshiner, Scrapper and Vigilante. If you're not aware of how optional classes work in SWCL they are basically modified versions of one of the key classes. The drawback for selecting an optional class is that it takes longer to level up the character. But usually it is for good reason because some optional classes might have an advantage over the other classes.

Like I mentioned above, the game is very much like SWCL, but there are some special rules that are specific to the western theme. Now, this game does something that I love when it comes to the damage of guns: 1d6 ONLY! Now, the shotgun is 1d6+2 but it is still a single die being rolled. I love this about this game. Now, this game doesn't have armor, well except for a shield, which means there is a much higher chance of getting hit. Which is perfect for this game. The only thing I feel is missing from the combat rules are special rules when it comes to things like cover since there is no armor. For example: Receiving an AC bonus while riding a horse against an NPC who is not mounted on a horse. I mention that one as an example because in some Westerns you see the Cowboy hang from the side of his horse, using his horse as a shield, while shooting at the villains.

Included in the game are 16 Critters and Folks (The "monsters" of the system). Bandits, Outlaws, Wolves, Snakes, etc. But there is also nothing stopping you from using Zombies from SWCL.

Another great thing about Six-Shooters & Wagons (and other products from Justin Isaac) is the art! All of the artwork is Public Domain but he does a fantastic job with finding and selecting the perfect art. It has this wonderful Pulp Western feel to it. I love it!

If you're already a fan of Swords & Wizardry Continual Light or you're just looking for a Western themed game then I would highly recommend Six-Shooters & Wagons. It is rules light and basic enough to expand and modify to make it fit for you and your gaming group. So go ahead and purchase it and throw in A Fistful of Dollars while you're at it to support Justin Isaac.



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Forged Locale #1: "The House of the Broken Sky"
Editorial: The Forge Studios
por Josh B. [Comprador verificado]
Fecha en que fue añadido: 09/09/17 20:46:57

The maps are wonderfully drawn. There is great detail within the structures and it is pretty clear what things are even with it being black ink only. I'm sure anyone with photoshop or any other program that is similar could go through and add color to the maps for personal use. I'm also a fan of having the two different styles of maps: With and Without Grids. I'm more of a Without Grids kind of guy and I know there are others out there that prefer to have Grids on their maps.

The eight pages of content is really all that is needed for this adventure and/or campaign. There is the history/background of what exactly is The House of the Broken Sky that takes place two years before the adventure. The background and setting can easily be placed into an existing world with or without a name change here and there. The background could even be used in your campaign as something that is currently happening and then future sessions could lead up to the aftermath (which is the adventure). The adventure is covered in only four pages. A page for each location being described: Overland, Level 1 & 2 of the House of the Broken Sky and Caves. The maps for the House of the Broken Sky are not keyed but rather there is information on what is going on in that level and what is in that level. The overland and caves are the only maps that are keyed but even then it is just to point out key locations. Then there is also information on what's going on in those locations and what's in those locations. There is a pretty strong foundation that can be used to create the adventure and/or campaign as you see fit. And I keep saying, "campaign," because as I read through it I can already see how this small but extremely useful PDF can be constructed into a larger campaign. There are also two clear factions within this adventure and one of them is already playing the other. So this could lead to some very interesting story development depending on the GM and the players.

Overall, I love the story/background and plus a huge bonus for me is having the maps with no grids on it. So purchase it. Less than $3 so you can't really go wrong. Even if you don't want to use the adventure the maps are really good to be used in your game for something else.



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Swords & Wizardry Light
Editorial: Frog God Games
por Josh B. [Comprador verificado]
Fecha en que fue añadido: 08/19/17 14:57:51

After delving through the dungeons of OSR I haven't yet found a treasure hoard more valuable than Swords & Wizardry Light. There are so many riches and gems inside these two pages (four pages when printed and bound together). The simplicity of this system is perfect. There is just enough information for a solid foundation with plenty of room to make it your own.

With this system you get all the information you need to take the four key classes from level one to level three. The four classes are The Fighter, The Cleric, The Magic-User and The Thief. Included are eighteen monsters from the minor foes such as goblins to the mighty foes such as wyverns. A nice mixture of humanoids, undead and monstrous creatures. The combat rules include both ascending armor class and descending armor class.

This system is perfect for both one-shots and long-term campaigns. The rules are simple enough for anyone to pick up and run a game (including my 11-year-old daughter). And it is free so what are you waiting for!?



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